Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Race Rebalancing Addon aka RACISM 1.4.6Rebalancing Almost Completely Inferior and Superior Mooks aka RACISM! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer Note : use only one of those three. They are not compatible with eachother Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Eoland's Vampire Race 1.7.4This is my own spin on a vampire race. It has some large benefits but also some very strong drawbacks. Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Summoner rework 1.7.4Summoner rework! CHANGE LOG 1.1.8 1.1.7 1.1.6 1.1.5 1.1.4 1.1.3 1.1.0 -Innervate: Reset cooldown of summons' talent. -Blessing of Nature: Buff to surrounding summons. -Wasp Swarm: debilitating enemies & halving poison resistance -Force of Nature: Automatically refill dead summons. -Now detonation's cooldown scales with the talent level. -Fixed Dragon to crit properly on detonation 1.0.9 1.0.8 1.0.7 - Arrow rain now summons ivy right next to the enemies (ignore range) 1.0.6 - You can now move Dragons with Attack Order 1.0.5 - Minor bug fix 1.0.4 - Summoner and SummonerR merged. 1.0.3 - Changed few particles (for performance) More Taints 1.7.2Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Uncloak of Inconvenience 1.2.5Sets undead starting faction to Allied Kingdoms so you won't die mashing buttons in the world map because you had the AUDACITY to equip that Wrap of Stone. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Normal Roguelike |
Sex | Male |
Race | Orc |
Class | Storm Warden |
Level / Exp | 9 / 16% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 12 (base 10) |
Dexterity | 34 (base 30) |
Constitution | 22 (base 21) |
Magic | 30 (base 31) |
Willpower | 11 (base 10) |
Cunning | 11 (base 10) |
Resources
Life | 279/287 |
Mana | 153/153 |
Stamina | 126/126 |
Healing Factor | 1.2024166372473 |
Regeneration | 7.9063236146756 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 6 |
See Stealth | 5 |
See Invisible | 5 |
Offense: Mainhand
Damage | 38 |
Accuracy | 44 |
Crit Chance | 1% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 26 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 14 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Cold | +9% |
Fire | +10% |
Mind | +10% |
Defense: Base
Armour (hardiness) | 13 (57.155997060385%) |
Defense | 39 |
Ranged Defense | 39 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 30 |
Mental Save | 30 |
Defense: Resistances
Darkness | + 6%( 70%) |
Fire | + 34%( 70%) |
Mind | + 10%( 70%) |
Physical | + 11%( 70%) |
Cold | + 15%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Confusion Resistance | 23% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Archery - bows | 1.50 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Spell / Thunderstrike | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Spell / Arcane surge | 1.50 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Technique / Duelist | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Mage warden | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 2/5 |
Effects
Quests
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You must explore the Yeti Cave and destroy the patriarch! | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
Equipment
On fingers | Wheel of Fate Wheel of Fate0.1 Encumbrance T1 ring jewelry [Unique] Arcane While equipped: offense ------ Damage +9% cold +10% fire defense ------ Resistance +20% fire Mind save +5 (+2 eff.) Blind Resist +20% Confus Resist +23% other ------- Infravision +4 See Stealth +5 See Invis +5 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | Hettyrion the Singeserpent Hettyrion the Singeserpent0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +10% mind When Hit 2 fire defense ------ Resistance +3% fire +10% mind +6% darkness Rings make your fingers look great! |
Quiver | quiver of elm arrows (18/18, 14-19 power, 5 apr) quiver of elm arrows (18/18, 14-19 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Normal] Weapon Damage 13.5 - 18.9 Physical Uses 50% Str, 70% Dex Mastery Bow Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 18 Arrows are used with bows to pierce your foes to death. |
Main armor | volcanic rough leather armour of Malphas (3 def, 8 armour) volcanic rough leather armour of Malphas (3 def, 8 armour)9.0 Encumbrance T1 light armor [Ego++] Nature/Master While equipped: offense ------ Spell Crit +1% Mind Crit +2% Critical power +10.00% Spellpower +2 (+1 eff.) Mindpower +2 (+2 eff.) On-Hit 6 fire On-Ranged-Hit 5 fire defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +6% Resistance +11% fire +11% physical A suit of armour made of leather. |
On head | miner's rough leather hat of dexterity (+3) (0 def, 3 armour) miner's rough leather hat of dexterity (+3) (0 def, 3 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +3 Fatigue +1% other ------- Infravision +2 A hat made of leather. Very stylish. |
Light source | survivor's brass lantern survivor's brass lantern2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +6 (+3 eff.) Healmod +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Cloak | Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+3 eff.) defense ------ Armor +2 Defense +9 (+3 eff.) Resistance +15% cold Physical save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
In main hand | elm longbow elm longbow4.0 Encumbrance T1 longbow 2H weapon [Normal] Mastery Bow Mastery Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 Longbows are used to shoot arrows at your foes. |
Inventory
teleportation rune of the wizard (range 53; cd 15) teleportation rune of the wizard (range 53; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 53 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Frost Salve schematic: Frost Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp schematic: Headlamp0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve schematic: Healing Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
solar copper ring of pilfering solar copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego++] Master While equipped: Stats +3 Dex offense ------ Accuracy +7 (+2 eff.) Ignore Armor +7 When Hit 6 light 6 fire defense ------ Defense +7 (+3 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
iron greatmaul of paradox (18-27 power, 1 apr) iron greatmaul of paradox (18-27 power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Arcane Weapon Damage 18.0 - 27.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +9 temporal While equipped: defense ------ Resistance +7% temporal Massive two-handed mauls. |
thought-forged iron longsword (12-17 power, 2 apr) thought-forged iron longsword (12-17 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego] Psionic Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +6 mind On Hit: * 12% chance to reduce all saves and defense by 9 While equipped: Stats +1 Cun +2 Wil Sharp, long, and deadly. |
blessed iron waraxe (12-18 power, 2 apr) blessed iron waraxe (12-18 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego] Arcane Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * 25% chance to afflict the target with Lightburn, causing 71 Light damage over 5 turns and reduces their armor by 8 for the duration. While equipped: offense ------ Spellpower +2 (+1 eff.) Damage +5% light One-handed war axes. |
nature's mossy mindstar (2-2 power, 12 apr, nature damage) nature's mossy mindstar (2-2 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature Weapon Damage 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+2 eff.) Damage +3% nature defense ------ Resistance +2% blight Disease Resist +10% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
arcing iron steamsaw (11-16 power, 0 apr) arcing iron steamsaw (11-16 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon Reqs Steam Pool [Ego] Arcane/Steamtech Weapon Damage 11.0 - 16.5 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +9 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 43 damage Uses 1.0 Steam While equipped: defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steel steamsaw of dampening (14-21 power, 0 apr) steel steamsaw of dampening (14-21 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Str 16 Steam Pool [Ego] Disrupt/Steamtech Weapon Damage 14.0 - 21.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +25 Uses 1.0 Steam While equipped: defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% Resistance +7% acid +7% lightning +8% cold +7% fire +3% all Spell save +6 (+3 eff.) other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Curewasp Curewasp4.0 Encumbrance T2 sling 1H weapon [Rare] Master Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Attack Speed 100% Range +7 On-Hit, radius 1 +4 nature On Crit: * Sunders the enemy's armor for 5 turns. While equipped: offense ------ When Hit 4 mind 2 nature On-Hit (Ranged): * 20% chance to reduce all saves and defense by 9 Slings are used to hurl stones or metal shots at your foes. |
Eilinivena Eilinivena4.0 Encumbrance T2 steamgun 1H weapon Reqs Steam Pool [Rare] Nature/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-ranged-hit +6 cold Uses 2.0 Steam While equipped: Stats +2 Str +3 Mag other ------- EQ when Hit +0.08 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Talosis' Counterpoint Talosis' Counterpoint4.0 Encumbrance T2 steamgun 1H weapon Reqs Steam Pool [Unique] Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +15 physical Uses 2.0 Steam While equipped: Stats +2 Con offense ------ Physical Crit +4.0% Accuracy +5 (+1 eff.) other ------- Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
self-loading quiver of elm arrows of paradox (16/16, 14-19 power, 5 apr) self-loading quiver of elm arrows of paradox (16/16, 14-19 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Ego] Arcane Weapon Damage 13.5 - 18.9 Physical Uses 50% Str, 70% Dex Mastery Bow Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 16 Auto Reload 4 On-ranged-hit +9 temporal On Hit: * 8% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. |
pouch of iron shots (12/12, 16-20 power, 1 apr) pouch of iron shots (12/12, 16-20 power, 1 apr)3.0 Encumbrance T1 shot ammo [Normal] Weapon Damage 16.5 - 19.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 12 Shots are used with slings to pummel your foes to death. |
Swordshatter Shots (20/20, 20-24 power, 15 apr) Swordshatter Shots (20/20, 20-24 power, 15 apr)3.0 Encumbrance T2 shot ammo [Unique] Arcane/Master Weapon Damage 20.0 - 24.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +5.0% Capacity 20 On-ranged-hit +15 crumble (Crumble is Arcane damage, disarms weapons and gets +50% damage versus petrified targets.) Exceptionally hard shots, designed for breaking weapons. |
Skeletal Parry (10 def, 4 armour, 40 block) Skeletal Parry (10 def, 4 armour, 40 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 25 [Unique] Arcane A part of set. Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ When Hit 10 phys.bleed defense ------ Armor +4 Defense +10 (+4 eff.) Fatigue +6% other ------- Talents +2 Block Bone Armour: Effective talent level: 2.0 Power cost 30 out of 50/50. Range melee/personal Cooldown: 22 Travel.spd instantaneous Description: Creates a shield of bones, absorbing 338 damage. Lasts for 10 turns. The total damage the shield can absorb increases with your Dexterity. A shield made from various sharpened bones. It feels icky. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of darkness (+16%) (0 def, 0 armour) linen robe of darkness (+16%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Damage +11% darkness defense ------ Resistance +16% darkness +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic rough leather armour of cold resistance (3 def, 2 armour) prismatic rough leather armour of cold resistance (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +16% cold +11% light +11% darkness A suit of armour made of leather. |
prismatic iron mail armour of acid resistance (2 def, 4 armour) prismatic iron mail armour of acid resistance (2 def, 4 armour)14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training ,Str 14 [Ego] Arcane/Master While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +16% acid +11% light +11% darkness A suit of armour made of mail. |
prismatic iron mail armour of fire resistance (2 def, 4 armour) prismatic iron mail armour of fire resistance (2 def, 4 armour)14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training ,Str 14 [Ego] Arcane/Master While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +16% fire +10% light +11% darkness A suit of armour made of mail. |
steel mail armour 'Floebringer' (2 def, 6 armour) steel mail armour 'Floebringer' (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Random Unique] Nature/Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Ignore resists +20% light +10% cold defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +3% cold Mind save +12 (+6 eff.) Life +33.00 Life Regen +4.40 Healmod +10% other ------- Stamina/turn +0.60 A suit of armour made of mail. |
insulating rough leather belt insulating rough leather belt1.0 Encumbrance T1 belt armor [Ego] Master While equipped: defense ------ Resistance +5% fire +5% cold A belt that goes around your waist. |
thick linen cloak of protection (1 def, 5 armour) thick linen cloak of protection (1 def, 5 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: defense ------ Armor +5 Defense +1 (+1 eff.) Resistance +13% cold Spell save +5 (+3 eff.) Mind save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of iron boots of tirelessness (0 def, 5 armour) miner's pair of iron boots of tirelessness (0 def, 5 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Ego] Master While equipped: defense ------ Armor +5 Fatigue +2% other ------- Stamina/turn +0.40 Max stamina +11.00 Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
agate agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Automated Portable Extractor Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
evasive elm wand of shielding [power 116] (20 cooldown) evasive elm wand of shielding [power 116] (20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Log
Attack yeti hits Korerath for 18 physical damage.
Melee retaliation hits Attack yeti for 2 fire damage.
Korerath shoots!
Korerath's Shoot hits Attack yeti for 51 physical, 6 fire (56 total damage).
Attack yeti hits Korerath for 16 physical damage.
Melee retaliation hits Attack yeti for 2 fire damage.
Korerath shoots!
Korerath's Shoot hits Attack yeti for 36 physical damage.
Korerath's Shoot killed Attack yeti!
You are unable to move!
You are unable to move!
Ran for 1 turns (stop reason: didn't move).
You are unable to move!
Ran for 1 turns (stop reason: didn't move).
You are unable to move!
Ran for 1 turns (stop reason: didn't move).
Korerath is no longer pinned.
Ran for 2 turns (stop reason: didn't move).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the previous level here (press '' or right click to use).
Ran for 43 turns (stop reason: at exit).
Saving game...
Saving done.